Dev Blog 04/10/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_60_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In this week’s blog, we discuss how players can interact with their fellow nobles after joining or establishing their own kingdom, looking specifically at the kingdom screen, which is an entirely new addition to the Mount & Blade series.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/80
 
Ettenrocal 说:
Don' t understand well this sytem of "voting" in a medieval society... i'll try to read that again but doesn't look really medieval to me.

Voting was most often done in republics. Here's a list of medieval and renaissance republics.
Republic of San Marino
Republic of Amalfi
Republic of Venice
Icelandic Commonwealth
Taifa of Córdoba
Republic of Pisa
Republic of Genoa
Republic of Florence
Novgorod Republic
Commune of Rome
Republic of Lucca
Republic of Siena
Old Swiss Confederacy
Republic of Ragusa
Pskov Republic
Confederacy of Tlaxcala
Dithmarschen
Republic of Cospaia
Ambrosian Republic
Polish–Lithuanian Commonwealth
Zaporizhian Sich
Dutch Republic

And here's a list of elective monarchies, and opposed to hereditary monarchies, present in medieval times.
Holy Roman Empire
Kingdom of Jerusalem
Sweden
Denmark
Poland
Bohemia
France
 
Can we rename the army's? Because, when I managed to unify all sturgia I would like to rename my army as "The Great Heathen Army" :grin:
 
Getting the support of some lords is in a way the same thing of getting their "vote", its the term "call a vote" that is a bit disturbing, but it probably reflect a kind of truth.

The medieval system was an high lord giving a fief to someone and making him a lord, you could also by marriage gain some fiefs and indeed by conquest.

Also you could "buy" some fief i think probably if you where already noble.
 
I really liked this blog. Lots of screenshots and new info. I know there have been some real shat ones lately, but in general the quality is going up. I don't know if thats because the game is more finished now so theres more to show, but either way, keep it up.
 
Awesome blog!
This kind of reminds me of the Diplomacy mod, which is still one
of my all time favorites for Warband.

I wonder if we'll be able to change succession laws in the policy menu of if they'll keep the two systems separate...
 
Looks great though I would consider renaming some of the policies to make them sound less modern for example:

Patriotism - maybe change it to something like Allegiance
Charter of Liberties - to just to Charters
Property protections - Estates
 
Varrak 说:
In my opinion, there could be some different policies special to certain government system, that will appear in policy list when such government system adopted. There could be 2-3 special policies connected to government systems. For example if the faction is totaliter militarist dictatorship, there wouldn't be a choice for liberal policies in policy list, and we would have to change government system first in order to unlock liberalist policies (make them appear in policy list).


According to that, a Kingdom (or faction, or whatever it's called) can either be a Monarchy, an Oligarchy or a Democracy, which presumably affects how power is transferred when a ruler dies or is otherwise deposed. Maybe the government type can be changed within the "policies" tab (the screenshot doesn't show us the first few options), if the clans support it? Or maybe different factions have different 'traditions' of government, and they can't be changed?
Specific policies or laws are either "Centralizing", "Legalist" or "Egalitarian", and the Kingdom Laws section in the encyclopedia suggest that they do vary in terms of which ones are available according to which government type you have.
I think it looks like the Khuzaits are a monarchy because the ruling clan is called "Urkhunait", and the Khuzait faction blog says this:
Urkhun imposed discipline on the unruly clans, forcing them to ride to war on his command instead of simply when they wished. But with the coming of statehood and its burdens, the spirit of unity was lost. Urkhun died, and though his descendants still rule the Khuzait Khanate, the other clans feel that they should be the ones to raise the nine-horsetail banner that symbolizes the supreme authority.
It's probably already very highly centralized, and not very legalistic or egalitarian; that's probably why there are several options in the policies screen we can see that would make it more legalistic and more egalitarian. Patriotism is probably a centralizing law; but the rest of them look like they would make the Khanate less centralized, less totalitarian, less dictatorial - probably because it's already near the limit of maximum centralization as it is.
So I reckon the available policies probably do change according to the type of government you have, as you suggest, but possibly not exactly in the way you suggest.
 
I keep thinking i don't care about this game anymore and blogs like this suck me back in. Seems like sticking with one faction could be a lot more interesting seeing as i can end up as king. I always hated gaining a bunch of land for a faction and then having to take it back again once i leave. Also if there is a voting system, it will be more worthwhile to gain relationship with many different lords/clans in a specific faction. I assume that will get you more votes. I'm curious if there is separate reputation for clan and lords or if it would be a average of all the reputation of all the lords in a clan. Would gaining reputation then be the only way you can subvert a faction or could you take it by force. Also, i think bribing a clan for a vote would be a cool addition.
 
Pretty happy with this blog, nothing to critique at the moment.
Really nice to see the Policies tab and to get a much clearer idea of what they do.
I was also really happy with the fact that leadership can now change from Clan to Clan. Really, really happy.
It almost made me as happy as the fact that you can now subvert factions you're a part of and take over. Almost.
It was pretty close though.

I do also like the greater control the player now has over the strategic elements of the game.

All-in-all, good blog.




reiksmarshal 说:
Looks great though I would consider renaming some of the policies to make them sound less modern for example:

Patriotism - maybe change it to something like Allegiance
Charter of Liberties - to just to Charters
Property protections - Estates
I hope you only mean for personal use or for modding, otherwise why would you want modern terminology in a medieval game?
I originally misread it. Oops.
Any suggestion to make a medieval game more medieval is fine by me.


JuanNieve 说:
Can we rename the army's? Because, when I managed to unify all sturgia I would like to rename my army as "The Great Heathen Army" :grin:
I think there's a good possibility of this, or at least it being added in the future. Maybe you can do it in the Create Army option and the game does list armies names so there's definitely hope.
Personally I would like to lead the "Army of Peace" on a conquest of Calradia.


Oddness 说:
Awesome blog!
This kind of reminds me of the Diplomacy mod, which is still one
of my all time favorites for Warband.

I wonder if we'll be able to change succession laws in the policy menu of if they'll keep the two systems separate...
Honestly it's a very good thing that they've implemented some of the features from Diplomacy, arguably one of the most widely used mods for Warband. It shows that they actually care about their player base and are making changes to the series that many players wanted.

Regarding succession laws, it could very easily be part of the Policies tab. I wouldn't think it to be too far fetched for it to be so, although I'm not sure how much change could be imparted if it was.

Edit: Corrected a mistake.
 
Ettenrocal 说:
Don' t understand well this sytem of "voting" in a medieval society... i'll try to read that again but doesn't look really medieval to me.

It's very medieval. Medieval rulers fortune was always based on aristocracy consensus. That's why they had to give away their power piece by piece throughout ages.

What I dislike about most of those policies is their late-medievalish-feeling. I was hoping more for 6th century Europe setting. But overall a step in right direction.
 
Triune Impurity Rites 999 说:
I wonder if the AI will make some use of these tabs. Not directly if course, but if I choose to remain a lord, will the AI make these kind of policy decisions and army strategies and fief shenanigans?

The AI plays the game the same way as the player. So yes, every so often they might bring forward a vote to enact a new policy or suggest a clan be removed from the faction, etc.

Do not look here 说:
Well, that's some cool stuff. I just hope that being a ruler isn't considered a one true end-goal for a playthrough, I don't want a change of focus altogether, but some meat to mercenary captain playstyle would be a welcome sight. Never been a king in Warband, never found it interesting to become one.

You are free to play the game however you want. :smile:

 
You are free to play the game however you want. :smile:

Thats not what he is asking. He is asking if you have expanded on other playstyles to make them as viable and fun as playing a King  in Bannerlord.
 
Callum_TaleWorlds 说:
Triune Impurity Rites 999 说:
I wonder if the AI will make some use of these tabs. Not directly if course, but if I choose to remain a lord, will the AI make these kind of policy decisions and army strategies and fief shenanigans?

The AI plays the game the same way as the player. So yes, every so often they might bring forward a vote to enact a new policy or suggest a clan be removed from the faction, etc.

yes but will the clan accept the decision always or will they try to rebel starting a civil war
 
SAIF 说:
Callum_TaleWorlds 说:
Triune Impurity Rites 999 说:
I wonder if the AI will make some use of these tabs. Not directly if course, but if I choose to remain a lord, will the AI make these kind of policy decisions and army strategies and fief shenanigans?

The AI plays the game the same way as the player. So yes, every so often they might bring forward a vote to enact a new policy or suggest a clan be removed from the faction, etc.

yes but will the clan accept the decision always or will they try to rebel starting a civil war

Also, what happens to a clan if they are expelled from a faction?
 
Callum_TaleWorlds 说:
The AI plays the game the same way as the player. So yes, every so often they might bring forward a vote to enact a new policy or suggest a clan be removed from the faction, etc.

Thanks for the reply, but I'm really curious then as to the logic behind their actions. In WB I felt it was really random how lords would either defect or get exiled. What kind of logical decision making can we expect in this regard or are we going to see random policies put forth for a vote, or a random clan exiled without reason?
 
I think that the influence required to expel or support a clan should be proportional to the influence factor of that clan itself. As different clans have varying degrees of power within a kingdom, it would only make sense for more powerful entities to be harder to fight against politically. In the first screenshot, you have a clan with 312 influence points. It would be a great shame if the requirements for expelling a clan would be the same across the board. The rules of political intrigues should be dynamic, and gaining more influence long term should be a logical step in establishing a foothold in the kingdom - be it for the AI or the player.
 
I hope you only mean for personal use or for modding, otherwise why would you want modern terminology in a medieval game?

Its no secret that we the players know of things that someone of Calradia/ medieval times would never know.

We all understand Patriotism and love for our countries, but I doub't a medieval person would. Eventually our modern ideals will start to conflict with those in Calradia as this is nature of the player being born in modern times.

This could also make a great roleplaying idea, where I am a time traveler and I want to implement democracy in the country of Sturgia.

Don't see any reason to exclude this.
 
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